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'''Guildhall''' is a [[location]] in the [[Lower City Sewers]] of [[Baldur's Gate]] in [[Act Three]]. It is the stronghold of [[the Guild]], a criminal organisation run by [[Nine-Fingers Keene]]. | '''Guildhall''' is a [[location]] in the [[Lower City Sewers]] of [[Baldur's Gate]] in [[Act Three]]. It is the stronghold of [[the Guild]], a criminal organisation run by [[Nine-Fingers Keene]]. | ||
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===Accessing the Guildhall=== | ===Accessing the Guildhall=== | ||
The Guildhall can be accessed | The Guildhall can be accessed from either the [[Lower City Sewers]] or the [[Lower City]]. | ||
The fastest route is to use the manhole {{coords|127|-30}} in the alley north of the Basilisk Gate [[waypoint]] and smash through the western wall {{coords|38|784}}. Follow the path west and there is a locked door to the Guildhall. Lockpicking it (DC 20) grants entry to the Guildhall Bar. | The fastest route is to use the manhole {{coords|127|-30}} in the alley north of the Basilisk Gate [[waypoint]] and smash through the western wall {{coords|38|784}}. Follow the path west and there is a locked door to the Guildhall. Lockpicking it (DC 20) grants entry to the Guildhall Bar. | ||
Above ground, there is an alley {{coords|57|-101}} guarded by [[Tusgront]] and several other Guild members. If [[Aid the Underduke]] was started and the party aided Farlin in Rivington, they are instantly recognized as allies of the Guild and allowed entry. If [[Jaheira]] is in the party, selecting "Careful, that's the High Harper Jaheira you're speaking to" smooths the way without any checks. Otherwise, a Deception, Intimidation, or Persuasion check allows passage. | Above ground, there is an alley {{coords|57|-101}} guarded by [[Tusgront]] and several other Guild members. If [[Aid the Underduke]] was started and the party aided Farlin in Rivington, they are instantly recognized as allies of the Guild and allowed entry. If [[Jaheira]] is in the party, selecting "Careful, that's the High Harper Jaheira you're speaking to" smooths the way without any checks. Otherwise, a Deception, Intimidation, or Persuasion check allows passage. | ||
===Guildhall Bar=== | ===Guildhall Bar=== | ||
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===Nine-Fingers' Office=== | ===Nine-Fingers' Office=== | ||
Guildmaster [[Nine-Fingers Keene]] is holding a council with Guild bursar [[Uktar]] about some missing payments from an orphanage. If [[Jaheira]] is in | Guildmaster [[Nine-Fingers Keene]] is holding a council with Guild bursar [[Uktar]] about some missing payments from an orphanage. If [[Jaheira]] is in the party, Nine-Fingers will recognize her and have some special dialogue. Speak with Nine-Fingers to continue the quests [[The High Harper]] and [[Aid the Underduke]]. A note from [[Rakath Glitterbeard]] by Nine-Fingers' bedroom desk has more information about the location of [[The Stone Lord]]. | ||
Two notes in her office can give the party a lead on the diabolist [[Helsik]] for the quest [[Free Orpheus]]. A locked wardrobe (DC 20) in the bedroom leads to a secret part of the sewers which cannot initially be accessed any other way. The key can be pickpocketed from Nine-Fingers. | Two notes in her office can give the party a lead on the diabolist [[Helsik]] for the quest [[Free Orpheus]]. A locked wardrobe (DC 20) in the bedroom leads to a secret part of the sewers which cannot initially be accessed any other way. The key can be pickpocketed from Nine-Fingers. | ||
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On the secret landing accessible through the wardrobe in Nine-Fingers' bedroom is a key which opens an otherwise unpickable heavy chest on the ground floor below at {{Coords|-63|760}}. | On the secret landing accessible through the wardrobe in Nine-Fingers' bedroom is a key which opens an otherwise unpickable heavy chest on the ground floor below at {{Coords|-63|760}}. | ||
Across the landing is a safe door (DC 30). The keys to both the safe and the wardrobe can be pickpocketed from Nine-Fingers. The safe door leads to a vault containing several opulent chests full of rare arrows, rare wines, and expensive clothing. Opening the second locked door inside will lock the party in the vault, although whoever devised this trap did not consider the ramifications of fast travel. To get out conventionally, either pick the lock again or use the button hidden behind a bookcase in the second room. | |||
A lever further toward the north end of the space outside the vault opens a second exit to the main sewers, just south of the southern ferry dock, at {{Coords|-60|785}}. Access from the main sewers is not available until the lever has been activated from this side. | |||
===Guildhall=== | ===Guildhall=== | ||
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===Notable characters=== | ===Notable characters=== | ||
==== Guild Members ==== | |||
{{hatnote|For a full list of Guild members see: [[the Guild#Members|Guild members]]}} | {{hatnote|For a full list of Guild members see: [[the Guild#Members|Guild members]]}} | ||
* [[Mol]] | * [[Mol]] | ||
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* [[Sticky Dondo]] (trader) | * [[Sticky Dondo]] (trader) | ||
* [[Uktar]] | * [[Uktar]] | ||
==== Zhentarim Members ==== | ==== Zhentarim Members ==== | ||
* [[Carlorina the Wolf]] | * [[Carlorina the Wolf]] | ||
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* [[Slick Inatra]] | * [[Slick Inatra]] | ||
* [[Smilin' Ginna]] | * [[Smilin' Ginna]] | ||
===Related quests=== | ===Related quests=== |